WackyToaster's Recent Forum Activity

  • Of course R0j0 can just casually do it...

    Actually with some creativity you can make all kinds of 3d shapes with distort meshes.

    I don't think creativity is the limiting factor here. :D It's certainly impressive but I personally couldn't imagine working with it other than maybe a background element. It's just some obscure math magic, and sure, everything is but I don't have to understand most of it. I still don't know what cos() or sin() actually do under the hood, I just know when to use it and what result I can expect.

  • That would be awesome, I added the issue. Fix it whenever you get to it, it's not that much of a pressing issue for me.

    As for pointer events themselves, that is all web specifications, and the fact secondary mouse buttons only fire pointermove is by design...

    I mean sure, who specifies this though? I never questioned it, but someone has to be behind it. Anyway it seems like a really awkward design choice.

  • A cheap or old graphics card might have 256mb of VRAM.

    Ignoring optimal and effective... I actually wonder what the limit is nowadays with a high-end graphics card. Or even lower-end graphics cards nowadays come with 8GB of vram, surely it's possible to make a moderately sized layout with a bunch of big images, no? 4k textures aren't exactly a new thing, so loading in like 16 of those per layout should be possible? It's not that unusual that modern games require like 4GB of VRAM minimum. How big could they possibly be? Even assuming 64mb uncompressed per 4k image * 16 images is 1GB, that seems like childs play for modern standards. And that would result in a 16384 x 16384 layout.

  • Thx for the info, not exactly elegant but I'll manage. Is there a chance that this ever gets updated by whoever is repsonsible for this? Who even is responsible for this? I don't wanna turn of worker, so I'll use either option 1 or the mouse plugin.

  • Are you sure GenPoints() returns a string? You cannot really put JSON data into a Construct variable. You can try

    	runtime.globalVars.jsonPoints = JSON.stringify(GenPoints(...));
    
  • Constructs 3D shapes are (intentionally) relatively limited. I don't think an Arch like that will be possible with vanilla Construct.

    You can use 3rd party plugins

    kindeyegames.itch.io/c3-3dobject-alpha

  • but there is an additional setting that causes this issue "Pause on unfocus"

    Oh, I never use this feature because it seems mostly pointless to me other than testing on suspend/resume triggers. This arguably could be considered a bug, but I tried to replicate it and it's not happening for me.

    "Pause on unfocus" only works in preview btw., at least according to the tooltip. The game always pauses on unfocus on export.

  • That's not possible. The whole point of a tilemap is to be tiled. The only way around it is probably to use an extra tilemap for every platform which could be a valid approach depending on how exactly your tilemap looks like.

    Another alternative could be a 9-patch construct.net/en/make-games/manuals/construct-3/plugin-reference/9-patch

    Otherwise, there's nothing wrong with using sprites.

  • Yes, tiles always snap to other tiles. The forum is a little broken currently so that's why my image doesn't show up.

  • when switching tabs in browser and returning to the game, it is unpausing automatically

    That seems a little odd. What events do you use to pause/unpause? Can you share a screenshot? I just tried with a very basic setup and it doesn't happen for me.

    Worst case you can probably work around it with on suspended/resumed conditions but there's possibly some error in your events.

    construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

  • Even if you clicked both buttons at the same time mousedown would be called for each button individually.

    That's the thing though, that doesn't happen. If I click & hold the right mouse button, the left mousebutton will not trigger any further mousedown events and vice versa. Clicking both at the same time has the same issue since one of them is bound to be clicked first unless you happen to get it frameperfect maybe? It seems like this listener is only able to register one button at the same time which seems wrong to me.

    You can’t directly query the state of a button with the browser so a solution is to just update some variables from mousedown and mouseup events, and then you can look at those variables to access the current button state.

    That's what I'm going to do, but I'll use the mouse plugin for it, because that actually works as I expect it to. That's also what I'm already doing for the keyboard inputs, except I don't have to go through the keyboard plugin for that, I just do:

    runtime.addEventListener("keydown", (ev) => this.keydown(ev));
    runtime.addEventListener("keyup", (ev) => this.keyup(ev));
    

    and it works. I'd actually prefer this method since it would work exactly the same. The mouse plugin only allows me to use isMouseButtonDown() which internally already tracks the state I suppose but makes it annoyingly inconsistent with how I handle the keyboard inputs. So I'd have to fire a customEvent to register onClick stuff.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm still not sure if you're asking to draw individual tiles off-grid or if you're saying your entire tilemap is snapping. You can drag & drop the entire tilemap to be whereever you need it to be, but within the tilemap, individual tiles cannot be drawn off-grid. The tilemap has a grid itself (it has nothing to do with the snap to grid setting) with the origin being the tilemaps position. So if you wanna draw off-grid tiles, you probably will need to use a second tilemap on top.

WackyToaster's avatar

WackyToaster

Member since 18 Feb, 2014

Twitter
WackyToaster has 26 followers

Connect with WackyToaster

Blogs